void CCTransitionRadialCCW::onEnter() { CCTransitionScene::onEnter(); // create a transparent color layer // in which we are going to add our rendertextures CCSize size = CCDirector::sharedDirector()->getWinSize(); // create the second render texture for outScene m_OutRT = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height); if (NULL == m_OutRT) return; m_OutRT->retain(); m_OutRT->getSprite()->setAnchorPoint(ccp(0.5f,0.5f)); m_OutRT->setPosition(ccp(size.width/2, size.height/2)); m_OutRT->setAnchorPoint(ccp(0.5f,0.5f)); // We need the texture in RenderTexture. CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(m_OutRT->getSprite()->getTexture()); // but it's flipped upside down so we flip the sprite outNode->getSprite()->setFlipY(true); // fix content scale factor for radial texture CCRect rect = CCRectZero; rect.size = m_OutRT->getSprite()->getTexture()->getContentSize(); outNode->getSprite()->setTextureRect(rect, false); float scale = 1.0f / CC_CONTENT_SCALE_FACTOR(); rect.size.width *= scale; rect.size.height *= scale; outNode->setContentSize(rect.size); // Return the radial type that we want to use outNode->setType(radialType()); outNode->setPercentage(100.f); outNode->setPosition(ccp(size.width/2, size.height/2)); outNode->setAnchorPoint(ccp(0.5f,0.5f)); // create the blend action CCAction * layerAction = CCSequence::actions ( CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f), CCEventCall::actionWithTarget(NULL, createEventHandler(this, &CCTransitionScene::_finish)), NULL ); // run the blend action outNode->runAction(layerAction); // add the layer (which contains our two rendertextures) to the scene this->addChild(outNode, 2, kSceneRadial); }
void CCTransitionRadialCCW::onEnter() { CCTransitionScene::onEnter(); // create a transparent color layer // in which we are going to add our rendertextures CCSize size = CCDirector::sharedDirector()->getWinSize(); // create the second render texture for outScene CCRenderTexture *outTexture = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height); if (NULL == outTexture) { return; } outTexture->getSprite()->setAnchorPoint(ccp(0.5f,0.5f)); outTexture->setPosition(ccp(size.width/2, size.height/2)); outTexture->setAnchorPoint(ccp(0.5f,0.5f)); // render outScene to its texturebuffer outTexture->clear(0,0,0,1); outTexture->begin(); m_pOutScene->visit(); outTexture->end(); // Since we've passed the outScene to the texture we don't need it. this->hideOutShowIn(); // We need the texture in RenderTexture. CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(outTexture->getSprite()->getTexture()); // but it's flipped upside down so we flip the sprite outNode->getSprite()->setFlipY(true); // Return the radial type that we want to use outNode->setType(radialType()); outNode->setPercentage(100.f); outNode->setPosition(ccp(size.width/2, size.height/2)); outNode->setAnchorPoint(ccp(0.5f,0.5f)); // create the blend action CCAction * layerAction = CCSequence::actions ( CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), NULL ); // run the blend action outNode->runAction(layerAction); // add the layer (which contains our two rendertextures) to the scene this->addChild(outNode, 2, kSceneRadial); }